FoolishFrost
Hero
I needed some power armor for a sci-fi game I'm running for my wife, and realized that there was nothing really in d20 future to allow for it very well.
I looked at d20 modern, and concepts of how armor and vehicles work. I also looked over the design systems in d20 Future for starships and mecha. I think that they did have the right idea, but failed to impliment it properly. After tinkering a bit, I came up with the following rules for building power armor:
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Power Armor:
Power armor stands as the perfect merging of vehicle and armor, allowing excellent maneuverability combined with complete protection from enemy fire. It consists of a sealed suit of hard plates and armored overlapping joints. Even the helmet is armored, and without it, the wearer looses access to the suit's communication and sealed system features.
Power is usually provided by either a micro-fusion cell capable of powering the basic needs of the suit for a week of continual use.
All power armor has the following items built in:
In addition, power armor has the following abilities.
All powered armor needs the Power Armor Proficiency feat. Those without it cannot really pilot the Power Armor, since it takes both physical and mental training to give the suit the correct commands. Without such training, such suits are coded to not respond. This same feature can be used to 'code' a suit so that it will not accept anyone but its owner. In some cases, paranoid people have been known to trap their suit if anyone else tries to activate it.
Notes about power armor in play:
Power armor is not something to be taken lightly, as is shown by the costs given above. Even light power armor can make a character nigh-invulnerable to most civilian-grade weapons. Heavy power armor makes the character a mobile tank, and should be considered one for all effective purposes. Also, keep in mind that enemies in power armor make for a deadly foe, and should be used with care.
Power Armor Templates:
All armors can be outfitted with templates to allow them special features. A power suit can have one template attached to it for every progress level above 5 that it was constructed in. This means that a PL 7 suit can use up to two templates, while PL 8 can use three.
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I don't know if I'll be selling this as a product, but figured that since it would become OGL anyway... I'll let you guys have this now instead of waiting for my move to the new house and resetup of business internet.
Enjoy, and let me know if it becomes useful or if you have any questions...
Later,
I looked at d20 modern, and concepts of how armor and vehicles work. I also looked over the design systems in d20 Future for starships and mecha. I think that they did have the right idea, but failed to impliment it properly. After tinkering a bit, I came up with the following rules for building power armor:
----
Power Armor:
Power armor stands as the perfect merging of vehicle and armor, allowing excellent maneuverability combined with complete protection from enemy fire. It consists of a sealed suit of hard plates and armored overlapping joints. Even the helmet is armored, and without it, the wearer looses access to the suit's communication and sealed system features.
Power is usually provided by either a micro-fusion cell capable of powering the basic needs of the suit for a week of continual use.
Code:
Type Defense HP Hard Strength Speed Max Dex Penalty Buy DC Restrict
Power, Light +10 25 10 +4 (x2) 30/20 +4 -6 27 Lic
Power, Medium +10 50 15 +8 (x2) 20/15 +2 -8 30 Lic
Power, Heavy +10 75 20 +16 (x2) 15/10 +0 -10 33 Lic
All power armor has the following items built in:
- A full communication suite. The range is about 10 miles, but can be boosted with a relay station. Military and police versions have encrypted systems, while civilian and disaster support models only allow public channels.
- Sealed systems and full life support. The support cells can provide breathable air for up to 24 hours. The armor is also sealed fully against environmental dangers, including vacuum, poisonous atmospheres, deadly bio-agents, and even extreme environmental heat and cold. Even if pierced, the armor is self-sealing unless reduced to 0 hit points. The support cells can be recharged onboard any ship or station.
- Emergency medical kit. This kit will automatically stabilize any person reduced to -1 or lower hit point. The kit can also negate toxins in the wearer's bloodstream. This takes no roll, but only prevents secondary damage, since the initial damage happens before the suit can detect the toxins. This kit cannot restore a person to life, nor can it heal any further damage beyond making the user stable.
In addition, power armor has the following abilities.
- Power armor was created to carry heavy loads, and the character’s carry capacity is doubled. The armor’s weight is not included in that calculation, since it provides it’s own support.
- All power armor can cause 1d6 lethal damage with a punch, kick, or stomp. The armor’s strength bonus does affect melee combat.
- The hit points of power armor are normally used before any hp of a wearer. If a critical hit is rolled against a target wearing power armor, then both the armor and the occupant take the weapon’s NORMAL damage (not doubled or tripled).
All powered armor needs the Power Armor Proficiency feat. Those without it cannot really pilot the Power Armor, since it takes both physical and mental training to give the suit the correct commands. Without such training, such suits are coded to not respond. This same feature can be used to 'code' a suit so that it will not accept anyone but its owner. In some cases, paranoid people have been known to trap their suit if anyone else tries to activate it.
Light Power Armor:
Commonly used for mobile scouts and space suits in hazardous environments. Police also use them for dealing with assaults against civilian criminals. These suits allow the most personal dexterity and maneuverability.
Light power armor has room enough for either one built in large weapon or two built in medium/small weapons.
Medium Power Armor:
Most suits of medium power armor are used in the military and rescue services.
Medium power armor has room enough for either one built in large weapon or three built in medium/small weapons.
Heavy Power Armor:
Bulky and ponderous, heavy power armor is the ultimate in personal defense. Impervious to all but military grade weapons, it is most often used as assault armor against targets that conventional tanks can't get to.
Medium power armor has room enough for two built in large weapon or four built in medium/small weapons. It can also be fitted with the weapon-platform template that allows for even more weapons (or one huge one) to be attached.
Commonly used for mobile scouts and space suits in hazardous environments. Police also use them for dealing with assaults against civilian criminals. These suits allow the most personal dexterity and maneuverability.
Light power armor has room enough for either one built in large weapon or two built in medium/small weapons.
Medium Power Armor:
Most suits of medium power armor are used in the military and rescue services.
Medium power armor has room enough for either one built in large weapon or three built in medium/small weapons.
Heavy Power Armor:
Bulky and ponderous, heavy power armor is the ultimate in personal defense. Impervious to all but military grade weapons, it is most often used as assault armor against targets that conventional tanks can't get to.
Medium power armor has room enough for two built in large weapon or four built in medium/small weapons. It can also be fitted with the weapon-platform template that allows for even more weapons (or one huge one) to be attached.
Notes about power armor in play:
Power armor is not something to be taken lightly, as is shown by the costs given above. Even light power armor can make a character nigh-invulnerable to most civilian-grade weapons. Heavy power armor makes the character a mobile tank, and should be considered one for all effective purposes. Also, keep in mind that enemies in power armor make for a deadly foe, and should be used with care.
Power Armor Templates:
All armors can be outfitted with templates to allow them special features. A power suit can have one template attached to it for every progress level above 5 that it was constructed in. This means that a PL 7 suit can use up to two templates, while PL 8 can use three.
Assault Armor Template:
This upgrade allows improved protection at no cost in speed or maneuverability.
PL: 6
Limits: None.
Hardness: +5.
HP: +25.
Purchase DC: +5.
Flight Armor Template:
This upgrade allows full flight. Flight is offered at a speed equal to ten times the armor's ground movement speed. The armor penalty is not counted against skill checks to pilot the armor.
PL: 7
Limits: Pilot skill to use flight abilities.
Max Flight Speed: x10 base speed.
Purchase DC: +5.
Quick Armor Template:
This upgrade allows improved speed and maneuverability. It also includes Jumpjets to allow jumps of up to double the suit's new speed as a half action. This jump can either be up or forward.
PL: 6
Limits: None.
Armor penalty: Reduce by 2.
Max Dex: Increased by 2.
Speed: x2 base (x4 base for jumps).
Purchase DC: +5.
Stealth Armor Template:
This system allows the use of the wearers hide and move silently skills without an armor penalty, and with a +2 bonus for camouflage.
PL: 6
Limits: Light power armor only.
Purchase DC: +3.
Cloaked Armor Template:
The armor is coated in a chameleon skin that allows near invisibility as long as the target is standing absolutely still. Movement allows enemies to see a kind of ‘ripple effect’ that shows the armor’s general location. In this case, the coating only gives a +4 to defense.
PL: 7
Limits: None.
Purchase DC: +5.
Weapon Platform Template:
The armor is outfitted with a heavy weapon mount. This allows one extra weapon of size Huge to be used by the wearer. The weapon must be specially built for the armor, and the purchase DC for it is increased by 2.
PL: 6
Limits: Heavy power armor only.
Purchase DC: +3 (Not counting weapon).
This upgrade allows improved protection at no cost in speed or maneuverability.
PL: 6
Limits: None.
Hardness: +5.
HP: +25.
Purchase DC: +5.
Flight Armor Template:
This upgrade allows full flight. Flight is offered at a speed equal to ten times the armor's ground movement speed. The armor penalty is not counted against skill checks to pilot the armor.
PL: 7
Limits: Pilot skill to use flight abilities.
Max Flight Speed: x10 base speed.
Purchase DC: +5.
Quick Armor Template:
This upgrade allows improved speed and maneuverability. It also includes Jumpjets to allow jumps of up to double the suit's new speed as a half action. This jump can either be up or forward.
PL: 6
Limits: None.
Armor penalty: Reduce by 2.
Max Dex: Increased by 2.
Speed: x2 base (x4 base for jumps).
Purchase DC: +5.
Stealth Armor Template:
This system allows the use of the wearers hide and move silently skills without an armor penalty, and with a +2 bonus for camouflage.
PL: 6
Limits: Light power armor only.
Purchase DC: +3.
Cloaked Armor Template:
The armor is coated in a chameleon skin that allows near invisibility as long as the target is standing absolutely still. Movement allows enemies to see a kind of ‘ripple effect’ that shows the armor’s general location. In this case, the coating only gives a +4 to defense.
PL: 7
Limits: None.
Purchase DC: +5.
Weapon Platform Template:
The armor is outfitted with a heavy weapon mount. This allows one extra weapon of size Huge to be used by the wearer. The weapon must be specially built for the armor, and the purchase DC for it is increased by 2.
PL: 6
Limits: Heavy power armor only.
Purchase DC: +3 (Not counting weapon).
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I don't know if I'll be selling this as a product, but figured that since it would become OGL anyway... I'll let you guys have this now instead of waiting for my move to the new house and resetup of business internet.
Enjoy, and let me know if it becomes useful or if you have any questions...
Later,